Donut circle cooldown indicator test code.
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@ -3673,13 +3673,23 @@ void AiL::InitializeGraphics(){
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squareCircleCooldownPoints.push_back({0,0});
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for(int i=0;i<=360;i+=4){
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float angle=util::degToRad(float(i))-PI/2;
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if(i==0){circleCooldownPoints.push_back(vf2d{cos(angle),sin(angle)});}
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circleCooldownPoints.push_back(vf2d{cos(angle),sin(angle)});
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vf2d point=vf2d{cos(angle),sin(angle)}*sqrt(2.1f);
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point.x=std::clamp(point.x,-1.f,1.f);
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point.y=std::clamp(point.y,-1.f,1.f);
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if(i==0){squareCircleCooldownPoints.push_back(point);}
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squareCircleCooldownPoints.push_back(point);
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#pragma region Donut Circle
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const float innerArcRatio{0.8f};
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donutCircleCooldownPoints.push_back(vf2d{cos(angle),sin(angle)});
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donutCircleCooldownPoints.push_back(vf2d{cos(angle),sin(angle)}*innerArcRatio);
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#pragma endregion
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#pragma region Cooldown Circles
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if(i==0){circleCooldownPoints.push_back(vf2d{cos(angle),sin(angle)});}
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circleCooldownPoints.push_back(vf2d{cos(angle),sin(angle)});
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vf2d point=vf2d{cos(angle),sin(angle)}*sqrt(2.1f);
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point.x=std::clamp(point.x,-1.f,1.f);
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point.y=std::clamp(point.y,-1.f,1.f);
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if(i==0){squareCircleCooldownPoints.push_back(point);}
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squareCircleCooldownPoints.push_back(point);
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#pragma endregion
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}
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for(auto&val:DATA["Images"].GetKeys()){
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@ -156,6 +156,7 @@ private:
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std::vector<int>dropsBeforeLower,dropsAfterLower,dropsBeforeUpper,dropsAfterUpper;
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std::vector<ZoneData>endZones,upperEndZones;
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std::vector<vf2d>circleCooldownPoints;
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std::vector<vf2d>donutCircleCooldownPoints;
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std::vector<vf2d>squareCircleCooldownPoints;
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std::map<std::string,TilesetData>MAP_TILESETS;
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vf2d worldShake={};
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@ -90,4 +90,11 @@ void State_GameRun::Draw(AiL*game){
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game->RenderWorld(game->GetElapsedTime());
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game->RenderHud();
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Tutorial::Draw();
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std::vector<vf2d>largeDonut{};
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std::transform(game->donutCircleCooldownPoints.begin(),game->donutCircleCooldownPoints.end(),std::back_inserter(largeDonut),[](const vf2d&point){return vf2d{120,120}+point*64.f;});
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game->SetDecalStructure(DecalStructure::STRIP);
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game->DrawPolygonDecal(nullptr,largeDonut,largeDonut,RED);
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game->SetDecalStructure(DecalStructure::FAN);
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}
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 2
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#define VERSION_PATCH 3
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#define VERSION_BUILD 10827
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#define VERSION_BUILD 10836
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -586,7 +586,7 @@ namespace olc
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// Pixel Game Engine Advanced Configuration
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constexpr inline uint8_t nMouseButtons = 5;
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constexpr inline uint8_t nTabSizeInSpaces = 4;
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constexpr inline size_t OLC_MAX_VERTS = 128;
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constexpr inline size_t OLC_MAX_VERTS = 256;
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enum rcode { FAIL = 0, OK = 1, NO_FILE = -1 };
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// Thanks to scripticuk and others for updating the key maps
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// NOTE: The GLUT platform will need updating, open to contributions ;)
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